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|description_ja=ほうしゃじょうにひろがるでんぱ攻撃HPバグをあたえる | |description_ja=ほうしゃじょうにひろがるでんぱ攻撃HPバグをあたえる | ||
}} | }} | ||
The Elec Pulse series | The '''Elec Pulse chip series''' are real time {{Element|6|Elec}} chips that create a lingering hitbox with a range of one panel in front of the user, followed by 3 wide 1 long area. They all deal [[Statuses (BN6)#Flinching|Flinching]], and [[Invis-Piercing]] damage. Each version adds an additional effect when they land and together they form the {{Chip|6|Destroy Pulse}} Program Advance. | ||
* Elec Pulse 1 [[Statuses (BN6)#Paralyzed| | * {{Chip|6|Elec Pulse 1}} deals 100 damage and [[Statuses (BN6)#Paralyzed|Paralyzes]] the enemy for 90 frames. | ||
* Elec Pulse 2 applies a [[Statuses (BN6)#Drag| | * {{Chip|6|Elec Pulse 2}} deals 120 damage and applies a [[Statuses (BN6)#Drag|Small Pull]], pulling the opponent towards the user by one panel. | ||
* Elec Pulse 3 [[ | * {{Chip|6|Elec Pulse 3}} deals 140 damage, applies a single [[Bugs_(BN6)#Battle_HP_Bug|Battle HP Bug]] and applies [[Statuses (BN6)#Flashing|Flashing]] and is also a part of the {{Chip|6|Master Cross}} Program Advance. | ||
'''Elec Pulse''' can only deal damage once meaning enemies cannot be damaged again by the attack when entering another panel. Hitting an [[Object_(BN6)|Object]] removes the hitbox, allowing the opponent to step into it without taking damage. If an Object and enemy are hit at the same time, they both take damage. | |||
==Beast Jump Logic== | |||
'''Elec Pulse''' will always attempt to hit in the middle of the 3 wide 1 long attack range. | |||
==Frame Data== | ==Frame Data== | ||
All versions of ElecPuls share the following frame data: | All versions of ElecPuls share the following frame data: | ||
* Have a 2 frame startup | * Have a 2 frame startup | ||
* The attack | * The attack lasts for 60 frames | ||
* Using ElecPulse while in [[Beast Out]] adds a delay of 4 frames to the attack. | * Using ElecPulse while in [[Beast Out]] adds a delay of 4 frames to the attack. | ||
Differences: | Differences: | ||
* | * MegaMan can act again at frame 15 for {{Chip|6|Elec Pulse 2}} in the GBA version due to it having no end lag. This is not the case for {{Chip|6|Elec Pulse 1}} and {{Chip|6|Elec Pulse 3}}, where MegaMan must stay still for the entire duration of the attack. | ||
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</div> | </div> | ||
==Version Difference== | |||
In Battle Network Legacy Collection, {{Chip|6|Elec Pulse 2}} has been changed to extend the Recovery frames for the duration of the attack, akin to {{Chip|6|Elec Pulse 1}} and {{Chip|6|Elec Pulse 3}}. | |||
==Unique Interactions== | |||
* As with all [[Statuses (BN6)#Drag|Drag]] applying attacks, if Elec Pulse 2 hits the opponent while they are [[Statuses (BN6)#Flashing|Invisible]], the applied Drag will extend the Invisible state until after the Drag ends. This can result in chips with short StartUp frames like {{Chip|6|Aqua Sword}} to miss if chained directly after Elec Pulse 2. | |||
* The drag's delay of applying status effects can cause a [[Collision Glitch|Mini Collision Glitch]], in which the enemy can receive more than the usual 10 damage from player collision. | |||
[[File:Mini Collision.gif.gif|frameless|The mini collision glitch in action. The enemy is taking roughly 100 damage through that.]] | |||
==Competitve Overview== | ==Competitve Overview== | ||
Being in J-Code alongside other strong chips such as {{Chip|6|Hub Batch}} | Elec Pulse chips are often used with [[Beast Out]]. This allows them to take full advantage of the auto targeting ability. All Elec Pulse chips share the same low Start Up time, which allows them to be used to land a [[CounterHit]] to disrupt the opponent's plans. The chip series is also fairly strong when used in [[Elec_Cross|Elec Cross]], which grants non-dimming {{Element|6|Elec}} chips +50 damage. When used in combination with the [[Bubble_Star_chip_series_(BN6)|Bubble Star chip series]], this allows doubling of the damage because of the [[Statuses_(BN6)#Bubbled|Bubbled]] status. The [[Statuses (BN6)#Drag|Drag]] from {{Chip|6|Elec Pulse 2}} can also increase the [[Bugs_(BN6)#Battle_HP_Bug|Battle HP Bug]] of the opponent if they also have [[Bugs_(BN6)#Damage_HP_Bug|Damage HP Bug]]. | ||
{{Chip|6|Elec Pulse 1}} and {{Chip|6|Elec Pulse 3}} often only see play to form {{Chip|6|Destroy Pulse}} Program Advance. However, both can be used to extend the duration of {{Chip|6|Anti Damage}} due to their long attack animation and Recovery frames. | |||
{{Chip|6|Elec Pulse 1}}, like {{Chip|6|Elec Pulse 2}}, can remove [[Statuses_(BN6)#Flashing|Flashing]], however it doesn't deal as much damage and the extended Recovery frames makes it more difficult to take advantage of the paralyzing effect it provides. | |||
{{Chip|6|Elec Pulse 3}} has the highest damage out of the three, but puts the enemy into the [[Statuses_(BN6)#Flashing|Flashing]] state making it more difficult for chaining attacks and not worth playing even with the fact, that it applies [[Bugs_(BN6)#Battle_HP_Bug|Battle HP Bug]]. | |||
The Program Advance {{Chip|6|Destroy Pulse}} is often used in [[List_of_chips_by_code_(BN6)#J|J-Code]] Elec Pulse themed folders. {{Chip|6|Elec Pulse 2}} and {{Chip|6|Wind Racket}} can often be used to help confirm the landing of {{Chip|6|Destroy Pulse}}. Being in J-Code alongside other strong chips such as {{Chip|6|Hub Batch}}, {{Chip|6|Recovery 300}} and {{Chip|6|Justice One}} makes it worth considering. | |||
If the opponent has an {{Chip|6|Anti Damage}} active, it is possible to use {{Chip|6|Elec Pulse 2}}, followed immediately by {{Chip|6|Destroy Pulse}}. This allows the Elec Pulse 2 to activate the {{Chip|6|Anti Damage}}, and creates a lingering hitbox for {{Chip|6|Destroy Pulse}}, for which the opponent will be forced to land into after the {{Chip|6|Anti Damage}} animation ends. This can act as a reliable method to confirm {{Chip|6|Destroy Pulse}}. | |||
In [[List_of_chips_by_code_(BN6)#A|A-Code]] {{Chip|6|Elec Pulse 2}} can be chained into {{Chip|6|Aqua Sword}} or {{Chip|6|Elec Dragon}}. In [[List_of_chips_by_code_(BN6)#E|E-Code]] it can be used with {{Chip|6|Elec Sword}}, {{Chip|6|Corn Shot 2}} and {{Chip|6|Fire Burner 3}}. [[List_of_chips_by_code_(BN6)#E|E-Code]] has extra damage potential in [[Gregar|Gregar version]], as {{Chip|6|Fire Burner 3}} can receive +50 damage boost by [[Heat_Cross|Heat Cross]] which can potentially result in 400 damage on [[Panels_(BN6)#Grass_Panels|Grass]]. It also becomes a viable tool to break {{Chip|6|Life Aura}} if needed. | |||
===Synergies=== | |||
{{Chip|6|Elec Pulse 2}} sees the most competitive play, due to having very short Recovery frames. It is often seen in fast paced folders with {{Chip|6|Fast Gauge}}, in which Elec Pulse 2 acts as the attack opener piercing and removing [[Statuses_(BN6)#Flashing|Flashing]] and applying [[Statuses (BN6)#Drag|Drag]]. This makes it a good confirm option for chips such as {{Chip|6|Wind Racket}},{{Chip|6|Elec Sword}} and other damaging chips. The short {{Chip|6|Fast Gauge}} turns, in combination with [[Beast Out]], allows the player to have a difficult to avoid damage burst. If done correctly, once the first hit connects, the Status effects applied prevent the opponent from using defensive chips. | |||
===Counter Play=== | |||
Since the Elec Pulse series have a rather short attack range, if the user isn't in [[Beast Out]], they can be easily dodged by staying in the back column on neutral area. | |||
An opponent going into Beast Out in an Elec Pulse focused folder, often means they are prepared to take use these chips during Beast Out turns. This can also be used as a signal to expect when these attacks are going to be used. While difficult, it is possible to dodge Elec Pulse attacks by stepping backwards at the right time. This causes Beast Out's auto targeting ability to target the panel the player was on previously, thus causing it to miss. [[Bugs_(BN6)#Movement_Bug|Movement Bug]] can be used in the same method, but it provides for more reliable dodging, as it makes it less likely for the player to be hit by an Elec Pulse attack. While stepping forwards means Elec Pulse is likely to land, it can allow the player to collide with the opponent, and gain the Flashing status. This allows the player to avoid follow-up attacks that do not pierce Invisible. | |||
Elec Pulse | Because of the Invisible piercing nature of Elec Pulse chips, holding non-Invisible defenses for after the Elec Pulse chips have been used. | ||
[[Reflector_chip_series_(BN6)|Reflector Series]] and [[Shield_NaviCust_part_series_(BN6)|Shield/Reflect]] NaviCust part have the unique feature of being able to block multiple successive attacks. This allows them to potentially block the full combo or interrupting it by a [[Counter Hit]]. | |||
It can be useful to use multiple layers of Defenses for folders that use {{Chip|6|Destroy Pulse}}. This allows the first layer to block the confirming Elec Pulse, and the second to block {{Chip|6|Destroy Pulse}}. Examples of this are [[Barrier_chip_series_(BN6)|Barriers]] and {{Chip|6|Anti Damage}}. | |||
===Version Differences=== | |||
With the change of ElecPulse2 in the Legacy collection it loses it's ability to act as a combo opener due to the drag ending before the user can act again. | |||
{{Navplate chips (BN6)}} | {{Navplate chips (BN6)}} |
Latest revision as of 11:56, 21 September 2024
ElcPuls1 | |
---|---|
Description | Sprd elec puls that paralyzes |
Full name | Elec Pulse 1 |
Class | Standard |
Library # | 33 |
Element | Elec |
Attack power | 100 |
Codes | J L S |
MB | 32 (max 3 copies) |
Part of program advances | DestPuls |
ElcPuls2 | |
---|---|
Description | Sprd elec pulse.Pul enemy in. |
Full name | Elec Pulse 2 |
Class | Standard |
Library # | 34 |
Element | Elec |
Attack power | 120 |
Codes | A E J |
MB | 36 (max 3 copies) |
Part of program advances | DestPuls |
ElcPuls3 | |
---|---|
Description | Sprd elec puls. Hit w/HP bug. |
Full name | Elec Pulse 3 |
Class | Standard |
Library # | 35 |
Element | Elec |
Attack power | 140 |
Codes | A J S |
MB | 40 (max 2 copies) |
Part of program advances | DestPuls, MstrCros |
The Elec Pulse chip series are real time Elec chips that create a lingering hitbox with a range of one panel in front of the user, followed by 3 wide 1 long area. They all deal Flinching, and Invis-Piercing damage. Each version adds an additional effect when they land and together they form the DestPuls Program Advance.
- ElcPuls1 deals 100 damage and Paralyzes the enemy for 90 frames.
- ElcPuls2 deals 120 damage and applies a Small Pull, pulling the opponent towards the user by one panel.
- ElcPuls3 deals 140 damage, applies a single Battle HP Bug and applies Flashing and is also a part of the MstrCros Program Advance.
Elec Pulse can only deal damage once meaning enemies cannot be damaged again by the attack when entering another panel. Hitting an Object removes the hitbox, allowing the opponent to step into it without taking damage. If an Object and enemy are hit at the same time, they both take damage.
Beast Jump Logic
Elec Pulse will always attempt to hit in the middle of the 3 wide 1 long attack range.
Frame Data
All versions of ElecPuls share the following frame data:
- Have a 2 frame startup
- The attack lasts for 60 frames
- Using ElecPulse while in Beast Out adds a delay of 4 frames to the attack.
Differences:
- MegaMan can act again at frame 15 for ElcPuls2 in the GBA version due to it having no end lag. This is not the case for ElcPuls1 and ElcPuls3, where MegaMan must stay still for the entire duration of the attack.
3-62 | |||||
start | 3-62 | 3-62 | |||
3-62 |
Startup | Active | Recovery | Total | Counter Frames |
---|---|---|---|---|
2 | 3-62 | 63-64 | 64 | ??? |
Startup | Active | Recovery | Total | Counter Frames |
---|---|---|---|---|
2 | 3-62 | 15 | 64 | ??? |
Startup | Active | Recovery | Total | Counter Frames |
---|---|---|---|---|
2 | 3-62 | 63-64 | 64 | ??? |
Startup | Active | Recovery | Total | Counter Frames |
---|---|---|---|---|
2 | 3-62 | 63-64 | 64 | ??? |
Version Difference
In Battle Network Legacy Collection, ElcPuls2 has been changed to extend the Recovery frames for the duration of the attack, akin to ElcPuls1 and ElcPuls3.
Unique Interactions
- As with all Drag applying attacks, if Elec Pulse 2 hits the opponent while they are Invisible, the applied Drag will extend the Invisible state until after the Drag ends. This can result in chips with short StartUp frames like AquaSwrd to miss if chained directly after Elec Pulse 2.
- The drag's delay of applying status effects can cause a Mini Collision Glitch, in which the enemy can receive more than the usual 10 damage from player collision.
Competitve Overview
Elec Pulse chips are often used with Beast Out. This allows them to take full advantage of the auto targeting ability. All Elec Pulse chips share the same low Start Up time, which allows them to be used to land a CounterHit to disrupt the opponent's plans. The chip series is also fairly strong when used in Elec Cross, which grants non-dimming Elec chips +50 damage. When used in combination with the Bubble Star chip series, this allows doubling of the damage because of the Bubbled status. The Drag from ElcPuls2 can also increase the Battle HP Bug of the opponent if they also have Damage HP Bug.
ElcPuls1 and ElcPuls3 often only see play to form DestPuls Program Advance. However, both can be used to extend the duration of AntiDmg due to their long attack animation and Recovery frames.
ElcPuls1, like ElcPuls2, can remove Flashing, however it doesn't deal as much damage and the extended Recovery frames makes it more difficult to take advantage of the paralyzing effect it provides.
ElcPuls3 has the highest damage out of the three, but puts the enemy into the Flashing state making it more difficult for chaining attacks and not worth playing even with the fact, that it applies Battle HP Bug.
The Program Advance DestPuls is often used in J-Code Elec Pulse themed folders. ElcPuls2 and WindRack can often be used to help confirm the landing of DestPuls. Being in J-Code alongside other strong chips such as HubBatc, Recov300 and JustcOne makes it worth considering.
If the opponent has an AntiDmg active, it is possible to use ElcPuls2, followed immediately by DestPuls. This allows the Elec Pulse 2 to activate the AntiDmg, and creates a lingering hitbox for DestPuls, for which the opponent will be forced to land into after the AntiDmg animation ends. This can act as a reliable method to confirm DestPuls.
In A-Code ElcPuls2 can be chained into AquaSwrd or ElecDrgn. In E-Code it can be used with ElecSwrd, CornSht2 and FireBrn3. E-Code has extra damage potential in Gregar version, as FireBrn3 can receive +50 damage boost by Heat Cross which can potentially result in 400 damage on Grass. It also becomes a viable tool to break LifeAur if needed.
Synergies
ElcPuls2 sees the most competitive play, due to having very short Recovery frames. It is often seen in fast paced folders with FstGauge, in which Elec Pulse 2 acts as the attack opener piercing and removing Flashing and applying Drag. This makes it a good confirm option for chips such as WindRack, ElecSwrd and other damaging chips. The short FstGauge turns, in combination with Beast Out, allows the player to have a difficult to avoid damage burst. If done correctly, once the first hit connects, the Status effects applied prevent the opponent from using defensive chips.
Counter Play
Since the Elec Pulse series have a rather short attack range, if the user isn't in Beast Out, they can be easily dodged by staying in the back column on neutral area.
An opponent going into Beast Out in an Elec Pulse focused folder, often means they are prepared to take use these chips during Beast Out turns. This can also be used as a signal to expect when these attacks are going to be used. While difficult, it is possible to dodge Elec Pulse attacks by stepping backwards at the right time. This causes Beast Out's auto targeting ability to target the panel the player was on previously, thus causing it to miss. Movement Bug can be used in the same method, but it provides for more reliable dodging, as it makes it less likely for the player to be hit by an Elec Pulse attack. While stepping forwards means Elec Pulse is likely to land, it can allow the player to collide with the opponent, and gain the Flashing status. This allows the player to avoid follow-up attacks that do not pierce Invisible.
Because of the Invisible piercing nature of Elec Pulse chips, holding non-Invisible defenses for after the Elec Pulse chips have been used. Reflector Series and Shield/Reflect NaviCust part have the unique feature of being able to block multiple successive attacks. This allows them to potentially block the full combo or interrupting it by a Counter Hit.
It can be useful to use multiple layers of Defenses for folders that use DestPuls. This allows the first layer to block the confirming Elec Pulse, and the second to block DestPuls. Examples of this are Barriers and AntiDmg.
Version Differences
With the change of ElecPulse2 in the Legacy collection it loses it's ability to act as a combo opener due to the drag ending before the user can act again.